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Thankfully, the battle system is engaging and well balanced, taking a lot from traditional tabletop RPG systems. You’ll start getting quests that take unexpected jumps in difficulty, so you can’t simply rely on being of around the same or higher level as the monsters during an encounter if you want to finish that quest (you can only pick new quests if you don’t have one currently active).
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This means the game has a selective difficulty, but it also encourages you to take more risks by being a bit stingy with experience points if you try and play it safe. Quest encounters can also be modified before they start, letting you select how many and what kinds of monsters you’ll have to fight as the party, granting bonus experience if you fight larger groups of enemies. When you select the quest option, you get to control the dungeon master and select the type of quest the party will go through, along with its difficulty. Outside of a few dungeon areas, which have random layouts depending on dice rolls, and bad roll encounters during traveling, most all encounters and quests are decided by the dungeon master. It’s with quests that the game’s most interesting formula twist comes into play.
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Once the game starts, you’re free to travel around the map, which lists the general level of monsters you’ll find in a given area, and do the usual RPG thing. You can also modify the room for passive buffs in-game with new furnishings, select from a variety of dungeon masters, and even buy snacks or drinks for limited time buffs. Every player has a different perk, making their selected class function better or worse, depending on the perk effect (for example, you may not want to make a wizard out of someone with a raised threat level). You start the game selecting how many people you want in your session, paying for extra seats with gold you can earn through campaigns. It’s a simple yet novel twist on the formula, and well constructed under Behold’s care.
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It’s a series where the entire premise is that you’re simulating a tabletop campaign, where every adventurer you have is an actual person playing into their given role, and you can even make decisions for the dungeon master and the type of adventure that will be experience by everyone involved. Unlike most role playing games, you’re not simply playing as a given adventurer, but rather a whole team of them …and the dungeon master too. Three years before they released the incredibly charming Chroma Squad, Behold Studios worked with Paradox Interactive to create the Knight of Pen and Paper series, an easy to pick up and play RPG franchise with an interesting twist to it.